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Thread: Infinity Battlescape

  1. #1441
    Originally Posted by askavir View Post (Source)
    For a long time I wondered why this thread seemed to generate so little participation within ED's combat-focused players. As a pure multiplayer space combat game, this game seems to be miles better.
    It's looking good, development is going well, alpha tests are quite productive. There's little to talk about when all is fine I am in as a backer, and am quite happy about how this turns out...

  2. #1442
    Originally Posted by askavir View Post (Source)
    For a long time I wondered why this thread seemed to generate so little participation within ED's combat-focused players. As a pure multiplayer space combat game, this game seems to be miles better.
    Speaking for myself, it's because I've never heard of it before. It does seem like it has tons of potential tbh. Are a lot of people playing it, do you know?

  3. #1443
    Game Patch beta weekend - Feedback thread.



    Some recent screen shots.

    Kindly shared by Captain828 on the I-Novae forums - source


















  4. #1444
    Originally Posted by jasonbarron View Post (Source)
    Speaking for myself, it's because I've never heard of it before. It does seem like it has tons of potential tbh. Are a lot of people playing it, do you know?
    AFAIK, the first time it was available to play was a few days ago during a "beta weekend". I can't really speak about it, as I didn't participate. I've just been following it's development for a couple years now since the first atmospheric planets demo video surfaced.

  5. #1445
    I've been scouring their forum this morning trying to get info on the game. It sounds like there really isn't a single player game, so my concern is whether or not there is enough interest in the game to get human players involved in substantial enough numbers to keep it going. It looks fantastic in theory, but I hate to pop for $60.00 and find myself in a ghost town that never gets off the ground.

    @Johnnyredhed, what are your player numbers like now?

    Edit: askavir, just saw your post, thanks. What do you think? Does there seem like enough community interest to warrant confidence in the project?

  6. #1446
    Originally Posted by jasonbarron View Post (Source)
    I've been scouring their forum this morning trying to get info on the game. It sounds like there really isn't a single player game, so my concern is whether or not there is enough interest in the game to get human players involved in substantial enough numbers to keep it going. It looks fantastic in theory, but I hate to pop for $60.00 and find myself in a ghost town that never gets off the ground.

    @Johnnyredhed, what are your player numbers like now?

    Edit: askavir, just saw your post, thanks. What do you think? Does there seem like enough community interest to warrant confidence in the project?
    I'm sorry jasonbarron but I really can't help you much with actual hands on intel... I don't know much beyond the videos and following development.

    It is a fully multiplayer war game, where actual players join some factions at war and fight for territory control and strategic resources both in space and on planets, and where everybody is in the same space (no instances). It seems to address most of the PvP (and overall combat) minded players complaints about ED. It's looking good indeed, that's why I was wondering why it seemed to generate so little interest around here.

    As for actual hands on details, maybe JonnyRedHed can shed some better light here? He does seem to know quite a lot about what's going on.

  7. #1447
    Originally Posted by jasonbarron View Post (Source)
    I've been scouring their forum this morning trying to get info on the game. It sounds like there really isn't a single player game, so my concern is whether or not there is enough interest in the game to get human players involved in substantial enough numbers to keep it going. It looks fantastic in theory, but I hate to pop for $60.00 and find myself in a ghost town that never gets off the ground.

    @Johnnyredhed, what are your player numbers like now?

    Edit: askavir, just saw your post, thanks. What do you think? Does there seem like enough community interest to warrant confidence in the project?
    Originally Posted by askavir View Post (Source)
    I'm sorry jasonbarron but I really can't help you much with actual hands on intel... I don't know much beyond the videos and following development.

    It is a fully multiplayer war game, where actual players join some factions at war and fight for territory control and strategic resources both in space and on planets, and where everybody is in the same space (no instances). It seems to address most of the PvP (and overall combat) minded players complaints about ED. It's looking good indeed, that's why I was wondering why it seemed to generate so little interest around here.

    As for actual hands on details, maybe JonnyRedHed can shed some better light here? He does seem to know quite a lot about what's going on.


    I cannot say for sure about player numbers online or during alpha and beta weekends. But I too have the same worries, which is why I try and spread the news about the developing game here and on other forums. I too would love a fully fleshed out single player game experience, but this is just beyond the scope of what was promised in the kickstarter.

    The dev team are already adding in bits from stretch goals but also still meeting their basic promises of the kitckstarter, which is important to them. Its a very small development team from around the world, all satellite working on the project. I think the total money pledged so far is still just below $400K.

    You can jump on the discord channel and ask a dev there about player numbers. https://discord.gg/0ZdJkZXn7z3Ij6tV

  8. #1448
    Weekly Update #127b



    Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link





    Hey everybody, a week ago we launched our first limited beta week-end. I’m happy to report that everything went well and that players had fun - keep in mind the game is still in alpha until early next year - and we learned a lot from watching new players play the game for the first time. On a side note, the participation rate was a bit lower than expected ( iirc around 15% ) so if you’re reading the weekly updates but did not participate in the limited beta week-end despite having beta access, feel free to let us know why: was the timing inconvenient / a week of notification too short, did you have trouble with the installation, were instructions unclear, did you fail to associate your pledge to your account, or maybe you simply didn’t read the news in time, etc… ? Let us know please.

    Last week we studied and organized all the feedback we collected during the event. We started a series of long-overdue improvements to the HUD including better readability (fixed bugs related to fonts scaling, found a better font, increased text size… ) and experimented some ideas to avoid cluttering of indicators, especially in large battles.



    Large battle during the beta week-end





    We are also planning on working on the first version of the radar soon. It’s going to be a challenge due to the potentially large size of battles (it’s not rare to have 50 to 100 ships in a 10-20 Km range around you). Other improvements will include some visual hit feedback, reorganizing the HUD, showing nearby threats, switching team colors back to green for allies and red for enemies (this was probably the top complaint of new players), showing distance in the incoming missile alert, showing when a target is blocked by a planet horizon, making it more clear when the target is out of weapon’s range, and much more… All these changes are fairly easy to implement and are expected to be available in the next patch.

    Once HUD improvements are done, we’ll probably start iterating on the new capital ships control scheme as well as doing an upgrade to the weapons systems.



    Interceptor entering Sarake’s atmosphere




    New format for updates.

    In other news we decided to experiment a new format for updates. The weekly updates will still be posted regularly on our forums but we’ll switch to a monthly newsletter for e-mail as we believe weekly updates have become too frequent to catch the attention of casual backers. We’ll start our first monthly report around end-November so make sure to check out our forums next week if you still want to read the weekly updates as soon as they’re out - otherwise you’ll have to wait for the end of the month.








    -Flavien Brebion








    -----------------------------------------------------------------------------------------



    Infinity: Battlescape website: https://inovaestudios.com/Battlescape

    Infinity: Battlescape forums: https://forums.inovaestudios.com

    Pledge Upgrade: https://inovaestudios.com/Account#products


  9. #1449
    Originally Posted by JonnyRedHed View Post (Source)
    Weekly Update #127b



    Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link





    Hey everybody, a week ago we launched our first limited beta week-end. I’m happy to report that everything went well and that players had fun - keep in mind the game is still in alpha until early next year - and we learned a lot from watching new players play the game for the first time. On a side note, the participation rate was a bit lower than expected ( iirc around 15% ) so if you’re reading the weekly updates but did not participate in the limited beta week-end despite having beta access, feel free to let us know why: was the timing inconvenient / a week of notification too short, did you have trouble with the installation, were instructions unclear, did you fail to associate your pledge to your account, or maybe you simply didn’t read the news in time, etc… ? Let us know please.

    Last week we studied and organized all the feedback we collected during the event. We started a series of long-overdue improvements to the HUD including better readability (fixed bugs related to fonts scaling, found a better font, increased text size… ) and experimented some ideas to avoid cluttering of indicators, especially in large battles.



    Large battle during the beta week-end





    We are also planning on working on the first version of the radar soon. It’s going to be a challenge due to the potentially large size of battles (it’s not rare to have 50 to 100 ships in a 10-20 Km range around you). Other improvements will include some visual hit feedback, reorganizing the HUD, showing nearby threats, switching team colors back to green for allies and red for enemies (this was probably the top complaint of new players), showing distance in the incoming missile alert, showing when a target is blocked by a planet horizon, making it more clear when the target is out of weapon’s range, and much more… All these changes are fairly easy to implement and are expected to be available in the next patch.

    Once HUD improvements are done, we’ll probably start iterating on the new capital ships control scheme as well as doing an upgrade to the weapons systems.



    Interceptor entering Sarake’s atmosphere




    New format for updates.

    In other news we decided to experiment a new format for updates. The weekly updates will still be posted regularly on our forums but we’ll switch to a monthly newsletter for e-mail as we believe weekly updates have become too frequent to catch the attention of casual backers. We’ll start our first monthly report around end-November so make sure to check out our forums next week if you still want to read the weekly updates as soon as they’re out - otherwise you’ll have to wait for the end of the month.








    -Flavien Brebion








    -----------------------------------------------------------------------------------------



    Infinity: Battlescape website: https://inovaestudios.com/Battlescape

    Infinity: Battlescape forums: https://forums.inovaestudios.com

    Pledge Upgrade: https://inovaestudios.com/Account#products

    Not only does this look amazing but I think its great how much the devs care about the experience their players are having. To many these days just rush out a game and want your money. Im really hoping this and X4 will satisfy my space game itches, one for the fleshed out single player in depth experience and one for the multiplayer fast paced jump in combat.

    I appreciate these posts and will start researching how the game will prospectively run on my 970gtx.

  10. #1450
    Just a quick *repost* for those that missed these great screen shots from the last year or so..


    Procedurally generated in-game screen shots.



    kindly Shared by - SpaceJay - on the I-Novae forums (link)


    Screenshots in (4K and 1440p and some 1080p)



    Radiuses:

    Rethe Prime (Gas Giant): 78000 Km
    Sarake (Earth like): 6360 Km
    Aresthia (Mars like): 5000 Km
    Cinder (Volcanic): 3850 Km

    Multiply by 2 for diameters.



    Just crater cruising on Aresthia (Mars like) planet.

    Aresthia (Mars like): 5000 Km

    *Multiply by 2 for diameters.
















    Sunset on the volcanic ash covered Cinder. And viewed from a Ship's cockpit over the desolate volcanic ash covered Cinder.

    Just one body in a solar system roughly the size of ours @1:1 scale, is what's currently planned.




    (4K) *zoom in close enough on the 4k image below you can see very fine detailing inc alien plants and wind swept volcanic rock/ash dunes.






    (4K)





    (4K)





    (4K)





    (4K)





    (4K)


















    Cinder at night, bomber squadron.

    Cinder (Volcanic): 3850 Km

    *Multiply by 2 for diameters.













































    The ice and snow covered mountain ranges of Sarake (Earth like): 6360 Km

    *Multiply by 2 for diameters.



















    Sarake (Earth like): 6360 Km

    *Multiply by 2 for diameters.












    Exiting Sarake's atmosphere - (Earth like planet): 6360 Km





























    The frozen snow covered mountains and valleys of Sarake - (Earth like planet): 6360 Km (Multiply by 2 for diameter)



    (4K)





    (4K)





    (4K)





    Exiting Sarake's atmosphere - (Earth like planet): 6360 Km (Multiply by 2 for diameter)



    (4K)





    (4K)




    Sarake (Earth like): 6360 Km - Just one body in a solar system roughly the size of ours, @1:1 scale. *Multiply by 2 for diameter.


    This WIP image is from around the Kickstarter campaign time (Nov 2015)










    4K images.

































    (4K)





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    (4K)





    (4K)





    (4K)










    Infinity: Battlescape website: https://inovaestudios.com/Battlescape

    Infinity: Battlescape forums: https://forums.inovaestudios.com

  11. #1451
    After checking minimum specs and reading about peoples performance and especially on older hardware I think I will be able to run this well. I can't wait till this cones to steam on early access will definatly be picking this up.

    The game looks so amazing I was worried my comp would run it poorly but that doesn't seem the case at all.

  12. #1452
    Breaking dawn screenshot.

    Kindly shared by Booyaah on the I-Novae forums - source







  13. #1453
    Is there any good information to how detailed planetary surfaces will be?

    At the moment all worlds looks VERY barren.

    - Will there be huge cities?
    - Will there be giant forests and large rivers?

  14. #1454
    Originally Posted by Snarfbuckle View Post (Source)
    Is there any good information to how detailed planetary surfaces will be?

    At the moment all worlds looks VERY barren.

    - Will there be huge cities?
    - Will there be giant forests and large rivers?

    Dev response to your question - link


    There won’t be huge cities. Those wouldn’t fullfill a point in terms of gameplay ( we already have factories and military bases ) and would require a lot of art assets for a budget we don’t have.

    For details on planets, we’re still planning on adding back various props ( rocks, vegetation etc… ) so they’ll look less barren, and oceans will be in later on too.

  15. #1455
    Weekly Update #128: HUD revamp feedback



    Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link





    Hey everybody. First of all I would like to apologize for the more-than-delayed weekly update. The main reason is that since moving the weekly updates to the forums, I thought it was the good opportunity to get some feedback for the HUD revamp. But to do that, the patch had to be almost ready so that I could present screenshots of the updated HUD. And here they are ! But before we start, a kind reminder that that we’ll be hosting a new community event this Saturday ( 17 November 2018 ) at the usual evening time. More information in this thread:

    https://forums.inovaestudios.com/t/i...events/6523/56

    A patch including the HUD update will be coming this Friday. Once you’ve tested it, feel free to post your feedback in this thread. Note that a new control scheme for capital ships ( plus some upgrades on the weapons systems ) is in the works, but will not be ready for this upcoming patch.


    HUD Revamp





    The first thing you will notice is an update in the visual style. I’ve kept the green theme but integrated it to a helmet-deformation cylindrical shader and added some bloom and (animated) holographic styling. The goal here is to make it feel more integrated to the ship.

    I’ve been debating between actually displaying holographic elements integrated into the 3D viewport environment, or to render the HUD into a texture and project it into the head’s helmet ( following the camera’s movements ). It quickly became a no-choice: utilizing a real 3D HUD would only work with cockpit interiors, but half the ships don’t have those ( capital ships ) and besides, a part of the HUD needs to be functional in third-person too.

    This leads me to the first question. At the moment the HUD in third-person mode is minimal ( you can’t even see your ship’s hitpoints or shields… ). I’ve seen a number of people express interest in having the full HUD available and playable in third-person mode.


    Below you will find 4 questions we would like you to vote on - Q1-Q4



    Q1. So how much of the HUD should be visible in third-person mode ?

    Go to the original post please to vote on Q1 - HERE




    Radars

    Now let’s go back to the HUD update. As you’ve probably noticed by now, the big change is that we’ve introduced two other kind of radars. That makes a total of three:

    The ring directional radar ( as before ): displays target indicators around the circular area at the HUD center.

    • The new spherical radar ( Elite-style ): currently displayed at the bottom center of the HUD. It has a darkening halo background to be more visible on bright backgrounds. The frustum is also represented by the two lines and adapts dynamically based on the camera ( if you zoom for example ).
    • The dual front/back radar ( X-Wing style ): at each top left/right corners of the HUD. Each is representing the front or back hemisphere around the ship.



    The current goal is to allow players to customize which radars they want to toggle on or off based on their preference. If there are other kind of radars that you think would work better in a heavy-battle context, please let us know and we might be able to draft it quickly.


    These three radars overlap in term of information they relay, but some are a better fit to a quick understanding of the player’s situation, depending on the context:

    • The ring radar mostly provides directional information and can be used to quickly know how to orient your ship in order to make a target come into your view
    • The front/back radar does not relay distance/depth perception as well and is split in two, requiring the player to glance at different areas of the screen. However, it can show if a threat is coming in your back; an information that the ring radar does not really provide
    • Finally, the spherical radar is more strategic: it gives you a better understanding of the spatial volume around you. At the moment it is non-linear: the iner circle is at a 10 Km range, but the outer radius is at 25 Km. I tried a linear radar first, but in large battles it seemed to cluster too much information around the center and not enough around the edges, making it harder to read at a glance.



    I’ve also implemented a little surprise, a radar zoom for the spherical radar that seems to fit our HUD design pretty well. It is displayed at the center of the HUD, within the circular area:



    Radar zoom for the spherical radar




    Make no mistake though, it is no replacement for the actual star map. It only displays targets in the local zone vicinity around you, so it is useful in the middle of a battle to avoid opening / closing the future star map all the time, which you would have no time to do in a battle.

    The current implementation is hold-key based ( default is assigned to the “quote” key, above TAB ). I’ve been wondering if it should be toggleable by a key press instead and made mouse-interactive ( changing filters, rotating with a mouse drag, etc… ). I’m uncertain, as it might enter the star-map territory and defeat the purpose of a quick glance in the middle of a battle. The key point here is that if the radar is made interactive, you can’t be moving the ship around, pitch/yawing or even firing while the map is opened…



    Q2. Should the large spherical battle radar be interactive ?

    Go to the original post please to vote on Q2 - HERE



    Another important modification to the HUD is the introduction of a smarter target coloring system. Targets are also now coherent in terms of sizing based on distance. But the critical change is that now the game can recognize and highlight threats ( or important allies - in the future, it’ll be members of your squad, but this is not implemented yet ).

    The threat system is based on 2 major criterias:

    • A ship is a threat if it is currently targetting you ( this includes missiles - more on them later )
    • A ship is a threat if it has hit you in the last 30 seconds.



    When a target is deemed to be a threat, it becomes highlighted on the HUD on the various radars. The current selection ( no matter the team ) is also highlighted. In the picture below, you can see my currently selected target ( an ally on the right ) as well as three enemy threats on my left:




    HUD -currently selected target





    Ship “trailings” ( the artificial ribbon displayed behind a ship, showing its last movement path ) is also only visible for highlighted targets. In the previous versions, especially in exploration mode, all ships had a trailing, which sometimes made the screen a bit too busy with information.

    One remaining question is: given that there are now 3 kinds of radars, which should be the default one(s) ? Or should all 3 be the default ? We don’t want to overload or scare beginners with too much information… especially when some of it is redundant ( the dual front/back radar are pretty redundant with the ring radar ).

    Keep in mind that, technically, the larger spherical elite-style radar will always be available on the HOLD-key press, so even if the small one is not always displayed on screen, it can be brought up on a key hold. This seriously raises the question of whether the Elite-style spherical radar needs to be always visible at the bottom center.

    Also keep in mind that the dual Front / back radars are somehow redundant with the directional ring radar; although the dual radar shows better what’s in your dead angles, or right behind. Which begs the question of whether there’s a need to enable both at the same time for beginners.



    Q3. Which of the radars should be available as default to beginners ?

    Go to the original post please to vote on Q3 - HERE




    Layout

    As you’ve noticed, the layout ( positionning ) of the HUD elements has changed. The font has been changed ( it is now more compact ) and its size increased, for more readabity, especially at lower resolutions. The radars layout seen in these pictures isn’t necessarily final, but it is the best I’ve found so far. I tried moving the spherical radar to the bottom-right, but it felt less comfortable than keeping it at the bottom center due to the amount of distance your eyes have to travel. I’m less sure about the positionning of the dual front / back radars. They could be moved closer to the center ( replacing the score bar ); feedback on that is welcome.

    I’m also not sold on the position of the weapons. I originally tried to move this information a bit below, on the left center, but it felt too invasive with the central ring.

    There’s going to be a need to display more information in the future, too. The ED ( energy detection ) value will probably move to the top-left; at some point I’d like to show some information about the selected target. This could be displayed in a small window in the bottom-right ( that’s why this space is reserved for now ). Mission objectives will appear below the back radar, on the top-right.

    You might have noticed that the ship systems status has been moved to the top edge of the screen. In the previous versions we only used icons, but it was too easy to forget what which icons meant, so I’ve added a short description to each ship system. This is how it looks when many ship systems are damaged:




    Ship systems status




    There is space for a total of 12 states ( 3x2 on the left side, 3x2 on the right side ).

    I’m still unsure about the team score bear ( top-center ). I haven’t touched it, but it’s not exactly an essential part of the HUD, so maybe it should be moved to an actual UI menu or to the team leaderboard ( TAB ) instead.



    Q4. Should the team score bar remain visible at the top of the screen at all times ?

    Go to the original post please to vote on Q4 - HERE




    Quality of life improvements

    The HUD revamp also includes various “quality of life” improvements. I’m still working on the locking system, so I cannot show it in a picture, but here are some other ones:

    The incoming missile alert now displays the distance to the closest missile:




    Quality of life improvements




    This should be useful to time usage of chaffs / countermeasures. In fact in my tests, I’ve found it to be dramatically easier to counter missiles now ( as long as you pay attention, which might be easier said than done, in a heated combat ).

    Another change: the target lead reticles now flash red when a hit has registered ( in addition to the small hit feedback sounds ).

    The reticles now display an “out of range” messages when you fire at the reticle, but the target is out of your weapon’s range:




    “out of range” messages




    I’m still playing with icon updates for reticles or the mouse; nothing is set in stone yet. Reticle for a firing weapon is also highlighted.








    Closing words

    While this is an important milestone for the HUD, it is not the last one. Nothing is set in stone, so your feedback at this stage of the development matters. Please let us know if you see better / easier ways to improve the HUD.

    In the future, we’ll also have to figure out a couple things:

    • Uncluttering clusters of indicators ( they’ll get merged together as a single indicator )
    • when shields are no longer a single bar, but split in 2, 4 or 6 sides, each with their own bar: where to display that information on the HUD ? Originally we wanted it to be part of the circular ring, but adding a circular meter on top and bottom will obscure the HUD. Maybe a ship schematic should be shown in a corner of the screen instead.
    • cockpit consoles / MFD screens will become functional in a future patch. Which information should be put in there ? The problem: we’ve kept the cockpits unobscured to maximize the view space, but in consequence none of the MFDs at visible by default - you have to turn your head manually to see the consoles. So whatever information we put in those MFDs has to be secondary / optional; but if it’s of less importance, nobody’s gonna use them practically. It seems like they’re doomed to stay useless / elements of decoration, unless somebody has an idea…
    • on the third-person topic, if you voted for keeping the full HUD visible, including the radars, keep in mind the Elite spherical radar is currently placed on the center bottom… which is right where your ship is displayed. This might become uncomfortable or require moving this radar…
    • we’ve tried an experiment to display capital ships or installations as shapes instead of symbolic icons, to better represent their size/shape. So far the results are pretty messy. We might introduce it back in a future patch just as a test to get feedback.









    -Flavien Brebion








    -----------------------------------------------------------------------------------------



    Infinity: Battlescape website: https://inovaestudios.com/Battlescape

    Infinity: Battlescape forums: https://forums.inovaestudios.com

    Pledge Upgrade: https://inovaestudios.com/Account#products